From 43709a59f32eba9ea1a6dcd3bef1a607c0e77d54 Mon Sep 17 00:00:00 2001 From: Joseph-Eugene Winzer Date: Sun, 31 Dec 2017 17:47:08 +0100 Subject: SUPERNOVA: Reverts brightness change If the brightness is 0, it is faded in at the end of the game loop. In some instances, especially cutscenes, it makes the code harder to understand as in somecases the code expects the brightness to be faded in after having it faded out, set manually to 0 or when you leave a dark room, set by roomBrightness(). Removing it now, would just lead to more confusion during the port of Supernova part 2. --- engines/supernova/state.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/engines/supernova/state.cpp b/engines/supernova/state.cpp index 2330f52773..cd76af94be 100644 --- a/engines/supernova/state.cpp +++ b/engines/supernova/state.cpp @@ -2275,6 +2275,8 @@ void GameManager::executeRoom() { } roomBrightness(); + if (_vm->_brightness == 0) + _vm->paletteFadeIn(); if (!_currentRoom->hasSeen() && _newRoom) { _newRoom = false; -- cgit v1.2.3